Arena For Live Action Gaming, Mission Quests and Puzzle Solving Attractions

ABSTRACT

A modular, portable arena for housing a plurality of escape room game environments is described. The arena provides basic services such as power, control, sales, marketing, climate control, and isolation from the surrounding environment needed to support the individual games and their rooms. Games are temporarily installed within the arena, and can easily be swapped out. Arena is configurable to support various types and shapes of escape room type games. Each game environment could have multiple rooms or levels.

BACKGROUND Technical Field

The system, apparatuses and methods described herein generally relate to interactive play structures and, in particular, to an arena structure for interactive escape room games for entertaining and educating children and adults.

Description of the Related Art

Live action, immersive entertainment, sometimes known as escape rooms, questing games, puzzle rooms, live action skill games, physical immersive experiences, interactive amusements, and the like, require players to solve puzzles, usually as part of an overall meta-puzzle, within the gamification of a physical activity or space. Elements of individual puzzle sets—be they various mental, physical or combination of such puzzles—must be solved before advancing forward into additional rooms, levels or game play environments; ultimately participants might solve a larger interconnected meta-puzzle within the room, game and attraction location.

These escape games, puzzle challenges, interactive quests, immersive adventures, experiences, or missions—often a combination of such words—(called “games” in this document) are often contained in one or more rooms, spaces, levels, or tracts (called “rooms” in this document) and often have fun or amusing names to describe the adventure or theming contained inside the game. The game and its rooms often contain any number or variation of puzzles that need to be solved to satisfying a winning game condition or success; items such as: active props or scenery that may be manipulated; locks, games or puzzles (mechanical, cypher, math, logic, cryptic, word, trivia, riddles, pattern guessing, and the like); tasks or physical challenges; papers, images, descriptions or any combination of the like (called puzzle sets in this document). These games, their rooms and puzzle sets are often built as an amusement in physical brick and mortar retail environments, mobile trailers, tents, containers, temporary pop-up locations, trailers, kiosks, or even placed on tabletop settings (called attractions in this document).

The features, configurations, and game logic of each game typology listed above may restrict or prevent players, participants, individual player, customers, or groups of players (called players in this document), of less skill or ability from seeing advanced rooms or gaming levels. Activities, displays or interactions and progression into next levels are halted by physical or mechanical means like doors, sliders or physical objects until puzzle sets are manipulated or satisfy a winning game condition. In the United States alone, there are over 2,300 locations with some variation of these game or puzzle rooms; some lists account for as many as 7,000 individual games worldwide. In any case or variant of the above attractions or games, the setup, care, maintenance, and operational costs are extensive and often do not lead to repeat player business or player buy-in.

Players that have participated in these game types and attractions may become dismayed or frustrated because they cannot make it past the first game level or room in a specific track, overall mission, or puzzle set. In some instances, when a player fails, they must restart the game, and in most cases never advance past initial puzzle sets, rooms or games; therefore, a player who fails must start again from the first level and does not get to see additional levels, theatrics, games, puzzle sets, props or immersive environments. However, in even more abundance is the case of a single escape room, players never finish or arrive at the solution to the full meta-puzzle. Players often do not like it when they fail a room and are not able to see the additional rooms, puzzles, clue content, set construction, theming or game elements. Additionally, other people maybe talking about how great the rooms and levels are, but that player, or their team or group, cannot progress and make it to those additional rooms, or have game play spoiled by the incidental revealing of puzzle or game solutions.

In addition to the gaming and entertainment restriction put on players, there are burdensome restrictions and costs to do business within the constraints of physical and immersive environments. Costly items like employee and game monitor overhead costs; initial research and development; build out, maintenance, upkeep or repair of games; contracting, purchase and installation of games; design and building your own games; the leasing of space, buying real property, and build out of spaces; all may inhibit growth of these escape, puzzle and questing businesses. And in most cases, if the business is not profitable from the start, the entire operation must be closed, as buildout and game rooms are not designed to be repurposed, repackaged, or placed into alternate locations or spaces. The permanent builds within the space are designed to fit inside the structure, such as a building, trailer, tent or temporary space.

In most escape and questing rooms, either multipart, multi-room, or single game, the games require you to solve a puzzle to make it to the next level, or progress in the game play; however, players can be advanced by being given random or predetermined sets messages, hints, help, or clues (called clues in this document). Clues may be presented manually or by electronic configurations. Clues lets players advance into next rooms or levels by using the newly acquired knowledge to solve a puzzle set. Clues may be presented by game attendants or clue delivery system, as not progressing in a game can be frustrating to players and inhibit enjoyment.

It is possible that after the player has visited or used an attraction one or more times they may become complacent with the experience, know all the solutions to given puzzle sets, and lose interest in returning to the attraction, or even lose interest in returning to the business or other similar businesses in the future. Such complacency may be undesirable, as these business types typically strive to increase the number of visiting participants by providing new and exciting games, rooms, puzzle sets, props and experiences to participants.

Games often require substantial waiting periods and/or the requirement to book tickets and pay ahead of time, as scheduling and participation in a game generally runs on an open availability basis and based on predetermined time slots that are available for a given location, or its games. In such cases, a game is booked by players, and the players participate and play that single game or mission while other groups or players must wait for the game to be clear and reset. Players may even book additional rooms or experiences when they are available at a retail location, depending upon availability; however time limits often only allow players to participate in one game per visit.

The Arena for live action gaming, mission quests and puzzle solving attractions solves the issues detailed above, and acts like a ride or an attraction that you walk through and must participate in while not being restricted from advancing in the game play or immersive scenario due to incompetency, mistakes, ability, skillsets or pre-known knowledge. With a modular arena containing a plurality of game environments, rooms and levels, and puzzle sets and elements, an arena may simply be reconfigured or moved all together. The arena is made up of external walls surrounding the installed game areas or a plurality of potential game area layouts, mission area designs, or game environment areas (called a game environment area in this document).

Due to the modular design of the inventor's arena for live action gaming, mission quests and puzzle solving attractions, (called an arena in this document) all games and rooms can be switched out easily, quickly, and are non-dependent of the other games or rooms in the arena. The arena setup allows for multiple games and rooms to be installed, operational, and played at the same time my mixed groups or teams of players, and with lower costs and temporary, modular setups. Additionally, play time and length of a game can be determined and configured by the location operator to conform to needs of installation location requirements.

Attractions like mobile trailers, modular game cubes, pop-up tents, or brick and mortar installations are costly to build out and often require permanent installations, thus requiring high costs, engineering, architectural and build permits, as well as designed to be long-term, and permanent games within the given structure, which is cost restrictive. The high costs are restrictive, and often cause attraction operators to stick with using a game and its rooms, though it may be broken, not a game or theme that consumers wish to participate in or the operating geographic area saturated. With the Arena for live action gaming, mission quests and puzzle solving attractions, an arena can switch out individual puzzle sets, rooms, games or the like, or entire internal game environment areas; all without disrupting other games that are currently installed.

Attractions generally include a game which contains a single room or level of gaming, however, some productions do include multiple rooms, levels or tracts of game play for players to interact with, such as various themed rooms or games with dependent and independent puzzles sets. The number and scope of a given attractions rooms may be limited by various factors. For example, the space available to build and/or the cost associated with building and maintaining the multiple rooms, in one location, and the inability to switch games, rooms, puzzles sets, solutions or game flow easily. Additionally, throughput of paying players is limited; games cannot accept players beyond the players that are in a game or room when that game begins. This all leads to limiting the number and type games, rooms or puzzle sets in a given facility.

Costs and operational issues may also extend to premises being rented or leased, local and state permitting and build guidelines, architectural and engineering restrictions, etc. The Arena for live action gaming, mission quests and puzzle solving attractions does not have to worry about this, because the arena gets the permitting and floor space, and the games, rooms, puzzle sets and decorations of that arena are contained and installed within, not requiring separate permitting. The arena is also portable, eliminating the requirement for a permanent buildout and building into long term designated space.

Further, as these attraction types operate today, business operators may provide a single experience to the participant that is significantly unchanged each time a player or group of players visits the attraction or games. For example, in the case of an escape room, features of the room, the solutions, hints or game logic to puzzles may be the same each time a participant engages or plays a game, room or puzzle set. Thus, a participant may be limited to just a few or a finite number of entertainment experiences based on the number and availability of already played rooms, or new rooms, which are not frequent or available. With a Mission Questing Arena for Live Action Gaming and Puzzle Solving Attraction, a local player or a gamer on vacation might revisit the Mission Quests Arena from time to time and find different games, rooms, puzzle sets, and solutions are now different from that last time they were experienced.

Players may want to participate in multiple, smaller, quicker games, puzzles and rooms, and not be restricted to advancement based solely on skill or ability to solve a problem set; additionally, this method allows a player to play more than one game in a shorter period of time, as games in the arena described here are played on a continual, first come, first serve basis. Quicker games in smaller spaces allow for the mission quests arena, with their rooms and games, to be put in high traffic areas and capture players who want something to do for short periods of time, no need to make a reservation, have the ability to play more than one game and progress through all the offered games, rooms and puzzle sets, regardless of additional costs or ability.

Typically escape game attractions are quite large in area and space needed to build rooms; games typically exceed 500 square feet or more, per game, with multiple games needed for a retail location to be viable.

The solution is the Mission Questing Arena for Live Action Gaming and Puzzle Solving Attraction where an outer arena is setup and, in some embodiments, may contain multiple games, each with multiple rooms and puzzle sets. With this arena setup, games and their rooms are played concurrently at the single arena. Games start continuously, based upon the first room in a single game being clear of players and reset. The arena and games do not require guides, game masters, or attendants, and props, hardware, and puzzle sets or content may be remotely or automatically reset, either mechanically or electronically, after each game or set of players. This arena gaming environment is desirable due to our locations, licensees, or franchisees wanting to switch out a certain game or room, without a high cost. This allows the business operator and arena gaming setup to maximize player throughput and value; player buy-in to play a game might be priced in the range of twenty-dollars for twenty minutes of game play, granting access to all games that are configured at a given mission quests arena. A dollar a minute for game play is the holy grail of the amusement industry.

BRIEF SUMMARY OF THE INVENTION

A modular, portable arena for housing a plurality of escape room type games is described here. The arena is made up of external walls surrounding the installed game areas or a plurality of potential game environment area layouts, the external wall comprised of a plurality of panels assembled around the arena and a roof mechanically connected to the top of the external walls, forming the top of the arena. In some embodiments the arena may be configured into a plurality of game environment areas; each game environment area having separate entrance and exit doors providing access to and from the arena through the external walls. The arena is designed to hold a plurality of game environment areas, each game environment area comprising internal walls to for the individual games and rooms, some of which attach to the external walls forming double walls, where the internal walls hold puzzle sets, decorations, interactive puzzles and props, and game logic for the specific escape room type game. Each game environment comprises a plurality of rooms or levels of game play. The exit doors allow egress under specific conditions including some conditions related to rules of the escape room type game, game logic, power, safety, or emergency protocols. Additional egress routes or doors may be added when safety requirements must be met at the local, state or national level.

The internal walls of the arena may contain internal doors or barriers separating the rooms or levels of game play and preventing advancement in gameplay until specified game conditions or puzzle set solutions are met. The conditions to allow egress through the internal doors could include an expiration of a period of time, accumulation of points, satisfaction of specific puzzle set, game logic or variables, or completion of a set of puzzles, or any combination of the like. The external walls could be self-supporting.

The arena may also include a control panel and a means for control communications (Wi-Fi, Bluetooth, wired Ethernet, USB, CAN bus, LIN, TCP/IP, Modbus, Profibus, DeviceNet, SERCOS, proprietary protocols, or similar), the control panel controlling the game environment, internal doors, and external doors. The arena could also include a ticket booth, and the ticket booth could provide a means for access through the entrance doors (ticket reader, RFID reader, NFC reader, Bluetooth reader, card scanner, access code, biometric interface or a person opening the door) through issuance of a ticket. The arena could also include a power panel and a power bus for providing power to the game environment areas. The arena could also include an inner hallway between the game environment areas. In some embodiments, the arena holds three game environment areas.

A system for playing a plurality of escape room type games is described herein. The system is made up of a plurality of game environment areas and a modular, portable arena for housing the plurality of escape room type games. The arena is made up of an external wall surrounding the arena, the external walls comprised of a plurality of panels assembled around the arena and a roof mechanically connected to the top of the external walls, forming the top of the arena. The arena is configured into a plurality of game environment areas, each game environment area having separate entrance and exit doors providing access to and from the arena through the external walls, wherein the arena is designed to hold a plurality of game environments and the exit doors allow egress only under specific conditions including some conditions related to rules of the escape room type game.

Each of the plurality of game environment areas is made up of internal walls, some of which attach to the external walls forming double walls, a plurality of rooms or levels, each room or level separated by internal doors mounted in the internal walls, and decorations and puzzle sets, specific to each escape room type game, attached to the internal walls and a floor in contact with the internal walls. The internal doors allow egress under specific conditions including some conditions related to rules of the escape room type game and safety protocols.

The specific conditions of the game environment could allow egress through the internal doors upon an expiration of a period of time or other game logic conditions. The external walls could be self-supporting. The arena could include a ticket booth and the ticket booth could provide a means for access through the entrance doors (tickets, RFID cards, NFC devices, Bluetooth devices, magnetic strip cards, access by opening the door automatically or manually, setting up biometric access, or similar methods). The system could further include a control panel and a means for control communications (Wi-Fi, Bluetooth, wired Ethernet, USB, CAN bus, LIN, TCP/IP, Modbus, Profibus, DeviceNet, SERCOS, proprietary protocols, or similar), the control panel controlling the game environment areas, games, rooms, puzzle sets, internal doors, and external doors.

A method for assembling a modular, portable arena for housing a plurality of escape room type games is also described herein. The method includes the step of connecting a plurality of panels assembled around the arena to form external walls surrounding the arena; the step of attaching a roof mechanically connected to the top of the external walls, forming the top of the arena; the step of configuring the arena into a plurality of game environment areas, each game environment area having separate entrance and exit doors providing access to and from the arena through the external walls; and the step of installing in the arena a plurality of game environment areas, each game environment area comprising internal walls, some of which attach to the external walls forming double walls, where the internal walls hold decorations and puzzle sets for the specific escape room type game, each game environment area comprising a plurality of games, rooms or puzzle sets. The exit doors allow egress only under specific conditions including some conditions related to rules of the escape room type game and safety protocols.

The method could further include the step of installing a control panel in the arena and connecting the control panel to the game environments and the exit doors. The method could further include the step of installing a power panel in the arena and connecting the power panel through a power bus to the game environments, while additional options include installation of self-contained portable battery and power storage. And the method could further comprise the step of the installing of a HVAC system in the arena, or various levels of safety, fire detection and extinguishing equipment.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows a floor plan of the arena with the game environment areas for three game environments outlined.

FIG. 2 illustrates a prospective view of the arena from the outside.

FIG. 3A shows the details of one possible embodiment of a game with the individual game and rooms outlined and assembled within a game environment area.

FIG. 3B shows the details of another possible embodiment of a game with the individual game and rooms outlined and assembled within a game environment area.

FIG. 3C shows the details of a third possible embodiment of a game with the individual game and rooms outlined and assembled within a game environment area.

DETAILED DESCRIPTION

A Modular Gamified Arena with a Plurality of Game Environment Areas and Multi-Level Games

The arena for live action gaming, mission quests and puzzle solving attractions uses prefabricated modular game environments, each arena having a plurality of game environment areas and rooms, each placed and installed into the prefabricated outer arena structure 100. Because it is a modular arena, individual game environment areas or physical games may at times be swapped out with new or alternate games that allow previous players to come back and enjoy a new experience. The arena 100, as described herein focuses on escape games, puzzle rooms and questing attractions, but could also be used for self-guided or assisted tours or attractions, gaming and interactive amusements, immersive theater or haunted house type walk-throughs. This arena and amusement devices are intended to be installed both repeatedly without degradation or loss of integrity, and temporarily or permanently in fairgrounds, amusement parks, tourism or leisure zones, integrated malls, resorts, casinos, aquariums, civic spaces, events and any other locations.

An arena for live action gaming, mission quests and puzzle solving attractions, in some embodiments, provides one gaming environment area containing at least one game with a plurality of two or more rooms within a game environment area 106, 112, 116 when the game FIG. 3A is built and operates within the outer structure arena 100. In some embodiments the games are contained within an outer modular and/or portable arena. This configuration may or may not be a standalone portable and/or modular setup not surrounded by an outside arena. See FIGS. 1 and 3.

An arena for live action gaming, mission quests and puzzle solving attractions, in some embodiments, provides a plurality of two or more separate gaming environment areas under one modular portable arena when each game has one or more rooms in a plurality of configurations. This version may also have separate games necessarily under the arena 100 build and in some variations each separate game environment area or game may be connected or abutting or in close proximity of the other. See FIG. 3.

This document describes the ability to avoid having to set up games in traditional brick and mortar buildings with expensive build outs, long terms leases or real property buying. Further, it describes the ability to setup an arena 100 and break it down at low costs in higher traffic travel, vacation, consumer or retail areas with modular games and levels.

The arena for live action gaming, mission quests and puzzle solving attractions is built in a modular system, like a trade show booth, portable gaming arena, amusement pod center, or larger modular systems, and the like, allowing for multiple games, as well as multiple rooms, award systems, puzzle sets, reveals and opportunity to advance in gameplay within each individual and independent game. Each arena 100 is designed to be assembled on site by a team of two to three product installation team members in about ten hours. Installation of an internal game environment or game should take about the same amount of time. In one embodiment, each outer arena 100 might be standardized in footprint and construction, and could house three game environment areas 106, 112, 116,—here designated in FIG. 1 as game environment areas A, B and C—with each game FIG. 3A, FIG. 3B, FIG. 3C having three levels 311, 312, 313, 321, 322, 323, 331, 332, 333 each. Games and rooms are installed separately and independently of the outer arena, other game environment areas, and other games.

In some embodiments an arena 100 contains multiple rooms 311, 312, 313, 321, 322, 323, 331, 332, 333 within each game environment area 106, 112, 116 and that areas game FIG. 3A, FIG. 3B, FIG. 3C. Any configuration of games and rooms may be installed as desired and according to space allocation within arena.

We describe a modular and reconfigurable arena 100 with the ability to have multiple rooms that progress, and more than one game environment area within the arena.

One embodiment requires fewer doors, as the game is linear in movement. A door from the outside arena structure into level one 104, 110, 114 with a door into level two 314, 324, 335 of a game (level two may have an emergency exit) and into level three 315, 325, 334 of a game. Reducing the number of doors is important as the in and out access takes up more space and reduces the overall flow of the games. Game mechanics ensure players progress forward into subsequent rooms and are not ejected, stopped, or go backwards in a game or room.

In another embodiment, doors from the outside arena 100 structure may be configured as the start or entry doors into an alternatively designed and installed game. As an example, door 113

A system of lockable gates, barriers (such as moving walls or decoration), or doors 314, 315, 324, 325, 334, 335, 336 (called doors in this document), are installed within the games FIG. 3A, FIG. 3B, FIG. 3C individual rooms 311, 312, 313, 321, 322, 323, 331, 332, 333 that prevent or allow participants into the next game or room and may be triggered depending on the participants points, or time, or puzzle set completeness, game logic conditions, or any variation or combination, as determined by the control system or pre-determined time allotment for a room.

The ability to have three or more rooms within any given game is desirable in this embodiment, as this allows players to be in an advanced room of a game 323, while allowing new players access to level one of a room 321 at the same time without disturbance. This embodiment allows a maximized throughput of players through the arena 100 and any of its installed games as possible, thus increasing ticket sales. In another example, throughput maximization is achieved by streamlining each group, starting a new group into the first room of a game 311, 321, 31 when the previous group enters the third room 313, 323, 333. In addition, ticket sales volume is increased by operating three game environment areas 106, 112, 116 or more at the same time.

The arena 100 may be constructed in some variations to have multiple doors into and exiting a game or room, or just one door in, and one door at the end, dependent upon local, regional, state and national special amusement code and fire regulations. It is important to note that the arena for live action gaming, mission quests and puzzle solving attractions is designed and configured to always allow players forward progress, and players would progress forward into next rooms or levels, and not exit back through the door they entered, or be ejected from doors they used to enter. This prevents jamming, safety issues, or queueing line issues at starting points, preventing players exiting back into an area where they have been. Game or puzzle logic with forward motion ensures players constantly move forward, regardless skill or completeness, and allows players to self-pace game play into additional games and rooms.

Due to an arena 100 being less than 1,000 square feet in some embodiments, a result is that all entrances may be less than 50 feet from an exit; this is optimal as it may increase compliance to building code, fire and safety regulations and adherence with special amusement or ADA restrictions.

The unique build and footprint of the arena 100 allows it to stay under 1000 square feet, and with an open roof, and all persons inside may always be within 50 feet of an exit, and thus does may not require permanent fire suppression or fire detection systems. Also, the small size, in some embodiments and configurations maintains under 50 person capacity, granting class B treatment of materials to conform to fire, temporary structure and special amusement codes. However, in some embodiments, a full fire detection, alert and/or suppression system will be installed in the arena 100.

In some variations, the arena 100 may be built with a vestibule 101, 109 or entry portal as a secured and controlled entry point into the first door 104, 110, 114 of a game or room. This is beneficial as it prevents existing players waiting to play the game or room from seeing inside of the game, thus preventing puzzle set solutions or theming from being revealed. This entry port 101, 109 is also beneficial as it helps with controlling flow of the players in, around, and participating in the overall attraction and arena 100 gaming experience. As an example, when a group of players is queued up to play, they often enter into the first single door 104, 110, 114, revealing to the next group of players what is inside, either visually, audibly, or otherwise. This vestibule 101, 109 would allow gamers who are waiting to start a game to be inside of the vestibule 101, 109, and away from foot traffic (off the common shared busy walkway of a mall or civic space) while waiting for the level one of their game to begin.

This vestibule waiting configuration allows the active players to advance into subsequent rooms, while allowing game systems time to reset puzzle sets and gaming elements dependent upon the number of badges scanned, or players to that are participating in the group queued in the vestibule 101, 109. In some embodiments, these vestibules 101,109 may also be secured when the arena is not in operation with the addition of a security gate or barriers preventing unwanted access inside the arena 100 when not attended or open.

The arena 100, game environment areas 106, 112, 116, the installed games FIG. 3A, FIG. 3B, FIG. 3C, and rooms 311, 312, 313, 321, 322, 323, 331, 332, 333, or any combination of such, are modular. All variations may be independent and do not rely on other games at the same arena 100 for the arena or other games to be operable. This is favorable in the case where one game, room or any of its puzzle sets or integral and critical components are down for repairs, reconfiguration, or swapping out. This is an advantage as it allows the frequent switching, upgrading, swapping or trading of individual puzzle sets, rooms, games or game environment area designs; all without major construction or down time. This is important as some games within an attraction may present better business opportunity in one geographic area or event location over another. As an example, a game built, themed and configured to fit in a game environment area 106 called “Big Dig” may work well in the Boston market, however the understanding of popular culture references and theming within the Boston region may not translate or entertain players from an area outside of Boston. In such case, the novelty of having modular games that can be installed in the same footprint of matching game environment areas is desirable.

Attractions such as live action facilities, family entertainment centers, amusement parks, entertainment and escape room owners often want the ability to switch out their games, rooms, or puzzle sets with frequency. The novelty of the arena 100 format, with game environment areas 106, 112, 116 that provide a standardized or replicable format for multiple game sets FIG. 3A, FIG. 3B, FIG. 3C, each with individual levels 311, 312, 313, 321, 322, 323, 331, 332, 333, that operate dependent upon the arena 100, but independent of the other game environment areas 106, 112, 116 is desirable, unique and valuable. The ability to switch out modular game systems FIG. 3A, FIG. 3B, FIG. 3C, and easily replace them with different variants is desirable. The arena 100, with a door 103, 104, 107, 110, 113, 114, that connects to any variant of the installed games is also desirable.

Each game FIG. 3A, FIG. 3B, FIG. 3C, and its contained rooms 311, 312, 313, 321, 322, 323, 331, 332, 333 are designed to work within, and be installed into a pre-defined and standardized space, or game environment area, in this embodiment shown in a specific configuration for game environment design 106, 112, 116. This method allows for an arena 100 operator to choose and select games that fit into an available game environment area that might be vacant or underperforming; also, games can be created that fit into a pre-designated, or standardizes game environment area. In addition to the shape of the game environment area that is created by an installed game, the arena walls 202 will provide structural support for some of the game walls 310, as well as power and control interfaces to the arena 100. Truss systems or roof structure also may provide support for internal walls 118, 119, 120.

The layout of the arena 100, and ability to insert modular games that are designed with a template layout allows reconfiguration of which entrance 103, 104, 110 and exits 107, 113, 114 players enter or exit a game from, allowing us to frequently change game patterns and game logic. The ability to swap games environment areas, their rooms or levels and puzzles within them on a daily basis is not practical; however, the ability to present a different puzzle set, puzzle configuration, game logic or variable solutions to a player is practical. Some examples might include the ability to present and open a different sliding door, thus sending participants into a different direction, level or room, or a set of sliding panels may reveal a different clue, or puzzle solution, depending on the players input or the game control logic.

The arena 100 has specific door entry ways 104, 107, 110, 113, 103, 114 in this embodiment, that connect the outside of the arena, to installed and internal games and rooms. These door configurations act like a portal to allow a player inside of the first game room 311, 321, 331. These entry ways 104, 107, 110, 113, 103, 114 (and in some embodiments 105) are meant to attach the modular game systems and rooms to the arena. This prevents players that are next in line from entering or seeing into game or rooms without proper, granted access via ticket. These door entry ways also combine with the setback vestibule and serves as a staging area 101, 109 for players that are going into a game. The staging and vestibule area 101, 109 allows a low light and immersive transformation into a room, easing players into a game and room using any of the five human senses, like physically, visually, emotionally, audibly and the like.

The arena 100 is unique and novel as it has, in some embodiments, windows 203, 204 allowing outside views into a specific game environment area or game room level. In this embodiment windows would allow external views into to room 311, 312 levels of the game installed FIG. 3A. This increases ticket sales to players, as potential players walk by they can see inside the arena 100, and a room to see what current players are doing, likely having fun. In some embodiments, these windows may have smart tint or dynamic glass, switching from opaque to transparent. In other embodiments, a camera on the internal game play could transmit images to video screens on the outside of the walls 202 or display 210. In some embodiments the view from the outside into the game room is limited so that puzzle solutions are not disclosed to future players.

The arena 100 has modular exterior walls 202 that can be moved or removed to insert or remove a game, without interfering with other games that may be installed in the arena. Alternatively, side door 105 or wall 115 and either of their adjacent and connecting structure may be removed and could be used for game installation. This door 105 could be on both sides of the arena for game installation, and in some embodiments may be configured and acts as a vestibule 101, 109. Installation could also be facilitated by the interior hallway 111.

The template layout of the arena 100 itself may also be changed, which allows different shaped game environment areas or games to be designed and installed. As such, the arena 100 may be expanded or contracted by means of adding or taking away outer walls, panels, and support structures to accommodate space needs and requirements. This allows for more game environment areas to also be installed within the arena if desired.

Because players may pay for play time, the arena 100 is built and designed to be similar and symmetrical on both ends and sides, with few markings. The reason for this is so that when a player exits a room, he or she would not immediately enter into the next game; the building typology and similar looking features and shapes may force players to walk around the perimeter to find his or her next game entry point, this causes more time to be used before a player finds their next game to play.

The arena 100 is portable, built with modular panels that are easily removed or uninstalled to move the arena. In some embodiments the exterior walls 117 are double layered, one layer 202 is an exterior wall designed to handle the weather, outside elements, marketing materials, lighting, paints, and the like, while an interior wall 310, 320, 330, 118, 119, 120 is created when any plurality of games or rooms are installed within an available game environment area 106, 112, 116. This allows the games FIG. 3A, FIG. 3B, FIG. 3C located in game environment areas 106, 112, 116 to be swapped out while the arena 100 remains in place. The arena 100, however, is not a permanent structure and is designed and built to conform to a temporary structure as defined by building and code requirements. In one embodiment, it is built on a wooden base that sits on the ground. In another embodiment, it is built on a steel decking that has leveling adjustments underneath to level out the arena 100. In still another embodiment, the arena 100 is assembled on a flat concrete pad, with the concrete serving as the floor for the arena 100.

The flooring for the arena 100 in one embodiment, is placed on a prefabricated, modular and laid flooring. Inside of arena 100 is blank with no components when no games are setup. Only the flooring, once laid down could show an outline and tracing of the floor plan like FIG. 1 and standard arena operations setups. A modular floor that is an assembly part of an individual game FIG. 3A, FIG. 3B, FIG. 3C or mission may also be added on top of any other already laid flooring sets; it is raised with removable flooring squares, giving access to conduits and wiring runs that allows for game specific wiring and electronics. The flooring top could have rubber tops showing a laid out in grid system, with dark grey lines showing floor plan. This would allow and assist workers to easily assemble walls and components, run wiring, access and breakdown assemble from easily identified areas.

In an alternative embodiment, the floor for the arena 100 or its installed game areas may be a mat on an existing surface.

The arena 100 walls 202 could be self-supporting in one embodiment, with broader bases to hold the walls vertical. The walls 202 could be connected to each other with screws, pins, interlocks, nails, T-slot interconnects, structural coffin locks or similar. Some walls may have windows 203, 204 and doors 103, 104, 105, 107, 110, 113, 114. The walls could be made up of panels that are connected to make the walls. The wall panels could include sound proofing and insulation to protect from the weather. Some panels may also include water/weather resistance for installation in the outdoors or noise pollution from outside noises, or cross noise pollution coming from players in other games or rooms. Chases could be included in the panels to allow for the running of electrical conduit or plumbing for heat or fire protection or pneumonic or hydraulic power.

Doors 103, 104, 105, 107, 110, 113, 114 need to provide access to the games but must also serve as emergency exits. In one embodiment, these doors are black glass doors that are held closed with magnetic locks that are unlocked by the completion of a level of a game, or at the end of a set period of time, or in an emergency situation. In some embodiments, the doors may be equipped with capacitive touch sensors, allows them to open simply by touch, or help closed by springs, pistons or the like, and simply opened allowing a player to move forward, regardless of puzzle or game logic conditions being met.

In an emergency, or when the power fails, or manually de-activated, all doors 103, 104, 105, 107, 110, 113, 114, 314, 315, 324, 325, 334, 335 in the arena 100 are unlocked. In some embodiments, the doors are opened when a player is to move to the next level. In some cases, the door pops open, in other cases a green light, or audible signal, or a combination of signals signify that the door can be opened, and game progression is allowed without penalty.

Preferably, the walls 202 could be made of an aluminum or steel framing that can be assembled by two or three assemblers with minimal tools, parts and connections. Preferably there are four or five standard size panels and frames that interconnect, with outside black sheathing, so that not all arena covering is a unique size. The ability to switch out a broken or dented wall section is desirable, with a spare section for replacement being readily available.

The frame could be sheathed or covered in formed metal, plastic or wood sections. For example, multiple panels are the same color, size and configuration, allowing for multiplication in production, and easily switch out broken or damaged panels.

Because the arena 100 is portable and modular, walls 202 can be easily opened to allow games 106, 112, 116 to be installed. Door 105 could also be removed from the structure and open entry way can be used to install the games. In some embodiments, additional panels could be added or taken away to expand or shrink the size of the arena 100 depending on the games to be installed or upon the size restrictions of the space where the arena is installed. For instance, a mall may have a high cost per square foot and limited space, requiring only the smaller games to be installed in a small arena. In the other extreme, a fair grounds may have copious space at a low cost, allowing for a large arena holding many games.

A portable building, such as the arena 100, is a building designed and built to be movable rather than permanently located. A common modern design is sometimes called a modular building, but portable buildings can be different in that they are more often used temporarily and taken away later. In some embodiments, the portable arena 100 is built on wheels, such as in one or more tractor trailer units, perhaps coupled together to form the arena allowing individual game environment areas, and their internal structure of rooms or levels to be installed. In another embodiment, the portable arena is one or more single or double wide shipping containers used as the outer arena, then combined, now allowing the inner game environment areas and their internal structure or rooms to be installed within the outer walls. In a third embodiment, the ticket booths 102, 108 are loaded onto a flat-bed truck, and the other walls 202 of the arena 100 are transported as panels to be reassembled at the next location. The roof 201 could be a soft material such as canvas, plastic, or the like that could be stretched out when the walls are assembled. In other embodiments, the roof is a solid structure for handling the weather.

The portable arena 100 provides support for the games. The arena 100 could include the following items to support the games:

The arena 100 may have ticket booths 102, 109 to collect funds for the games and to provide human supervision of the games. The attendant booth area may be enclosed or open like a counter. Alternatively, or additionally, the arena 100 could have self-service pay and ticketing kiosks 205, 206, 207, 208, installed at the corners of the arena 100 or on the arena walls 202 for collecting money from the players, collecting safety, waiver, and player details, and issuing tickets or RFID tags for the games. In other embodiments, the tickets/passes are sold remotely. The ticket booths 102, 108 or self-service kiosks may arrive as a single unit or may be assembled on site. The arena also has a roof 201 structure that could be a soft, tent like material or a hard structure.

The arena 100 may optionally provide a heating, ventilation and air conditioning (HVAC) system to provide for comfort of the players. If the arena is setup in a mall or indoors, this may not be necessary as the mall may provide the climate control needed. In other cases, such as an arena setup in a fair ground, the arena may need a full HVAC system.

The arena 100 may provide a control panel for controlling all of the games that are installed. In some embodiments, all of the games are controlled by a central server in one of the ticket booths 102, 109. In another embodiment, the server is in the cloud, and all game control is sent over the internet to a cloud server. In still another embodiment, each game has its own game controller. However, in this embodiment, the local game controller needs to interface to an arena game controller to open and allow access to the game areas first levels in coordination to a players available play time or access configuration. The arena control panel interfaces with a control bus for transferring sensor information from the games to the control panel and for sending instructions to doors and props to do something in the game. The control bus could be a wireless network (WiFi, Bluetooth or similar). In another embodiment, the control bus could be wired in an overhead conduit. The control bus wires could run Ethernet, CAN bus, Modus, DeviceNet, Firewire, USB, fiber optics, proprietary or similar technology/protocols. The control system could also support audio and video in areas of the arena and/or outside of the arena. For instance, the control system could control up lights on the outside of the arena in addition to theme music. Video on the outside walls of the arena 100 could provide potential players with an advertisement enticing them to play the games.

The arena 100 also provides a power panel (circuit breakers, power meter, etc.) for providing power to the games and a power distribution bus running from the power panel to outlets for the games, perhaps in overhead conduit or under the flooring. In some embodiments this is standard 110 (or 220) volt household type current (and country specific plugs), and in other embodiments the power is 12 volt (or 24 volt or 48 volt) DC using XLR connectors to connect the power bus to the games and their components.

In some embodiments, the arena 100 also provides compressed air to provide pneumatic power to move props within the game environment. In other embodiments, water is provided for steam or misting. In still other embodiments, hydraulic or pneumatic power could be provided for moving or resetting heavier props, doors, walls or panels.

In some embodiments, the arena 100 could provide fire detection and suppression, depending on local and national ordinances. A fire detection panel could be installed in one of the ticket booths 102, 109. The fire detection panel could be connected to smoke/heat detectors installed throughout the arena 100. These smoke and heat detectors could be wireless or could be connected via wires run through the overhead conduits (or under the floor). The fire detection panel could be connected to a central alarm station through a wired interface or through a cell phone interface. In some embodiments, a fire suppression system could be installed to limit the impact of a fire event. This system could be a sprinkler system or a dry chemical type system. The National Fire Code allows the fire suppression to be omitted if the occupancy is under 50 people and the building is less than 1,000 square feet, and exits all are less than 50 feet, under the special amusement code.

FIG. 2 shows a perspective view of the arena 100. The arena has a soft top roof 201 in this embodiment, although the roof could be solid in other embodiments. The roof 201 could be made of canvas, plastic, glass, wood, steel, aluminum or similar materials, and could have a rubber or asphalt surface if water resistance is needed. In some embodiments, the roof has truss, support beams, and/or stringers connecting the top of the walls in order to support the roof 201. A soft roof with a center area cutaway, in some embodiments allows an external sprinkler or fire suppression systems to reach and detect inside of the arena, as a safety precaution, such as situation where the arena 100 is installed inside a mall or entertainment complex. Additionally, a lack of horizontal or ceiling structure allows for natural ventilation of space and reinforces the status as a temporary structure of the arena, which is pertinent to local, state and national safety codes.

The arena 100 is designed to isolate the games from the external environment in terms of light and sound. Furthermore, the inside of the arena is designed to minimize light and sound from one game area and one room from being heard/seen in another room or game. The roof 201 and the walls 202 contain soundproofing materials to dampen the sound. In some cases, these walls 202 and roof 201 include acoustical panels, acoustic sound panels, noise and sound isolation foams, MLV (Mass Loaded Vinyl), soundproofing foam, clear plastic curtains, sound barrier materials, or noise absorbers. To isolate light, the inside of the walls 202 and roof 201 could be painted matte black, and care taken to prevent gaps between the panels.

The roof 201 connects to the top of the walls 202. The walls are made of multiple panels connected together to form the free-standing structure. In one embodiment, the walls 201 are broad at the bottom, allowing each panel to stand on its own. The panels are then connected together with screws, pins, or other locking mechanisms to keep the panels together to form walls 201. Some panels may contain windows 203, 204, and other panels contain entry 103, 104, 110 and exit doors 107, 113, 114, or load-in doors 105. The roof 201 and walls 202 are preferably built of flameproof materials.

The perspective view in FIG. 2 also includes the vestibule 101 and the ticket booth 102. Each side of the arena 100 has a vestibule 101, 109 and a ticket booth 102, 108. The ticket booth 102, 108 may have access to the interior hallway 111 and may serve as utility areas for employee break area and office functions. The ticket booth 102, 108 may have a glass window to collect payment from players or have open countertop construction, allowing game attendants or staff unrestricted views of entrances. In addition, the ticket booth 102, 108 may contain a control panel for controlling the games, a power panel (circuit breakers, power meters or the like) for powering the games, CCTV or cloud-based video monitoring systems, a fire detection panel, alarm and alert safety systems, HVAC controls, and audio/visual controls for the areas outside of the arena 100.

Gamification of a Game Environment Area and the Games or Rooms Installed in an Arena

Looking to FIG. 1, we see one embodiment of the layout of the arena 100. The layout consists of three game environment areas 106, 112, 116. An interior hallway 111 is formed in this embodiment by the walls from installation of games FIG. 3A, FIG. 3B, FIG. 3C, and their rooms 311, 312, 313, 321, 322, 323, 331, 332, 333, thus creating a separation of the game environment areas 106, 112, 116 and forming a useful utility, access, or emergency exit hallway 111. In some embodiments interior walls 118, 119, 120 can be assembled to separate the interior hallway 111 from, or define game areas 106, 112, 116, and when internal walls are not installed, easy access for technical engineers or attendants is available to view critical electronic, mechanical or game components installed on the walls of the individual games FIG. 3A, FIG. 3B, FIG. 3C or their rooms 311, 312, 313, 321, 322, 323, 331, 332, 333.

The interior walls 310, 320, 330, 118, 119, 120 could be made of an aluminum, wood, plastic or steel framing and panels that can be assembled by two or three assemblers with minimal tools, parts and connections. Panel size will depend on the specific game but sized to allow movement through arena doors by a single man. The interior walls 310, 320, 330, 118, 119, 120 could be connected to each other (and to the exterior walls 202 with screws, pins, interlocks, nails, T-slot interconnects, structural coffin locks or similar. Some walls may have windows and doors 314, 315, 324, 325, 334, 335. The interior walls 310, 320, 330, 118, 119, 120 could be made up of panels that are connected to make the walls. The wall panels could include sound proofing. Chases could be included in the panels to allow for the running of electrical conduit or plumbing for heat or fire protection or pneumonic or hydraulic power.

Once a player has purchased a ticket, badge, bracelet, RFID card, NFC device, or other mechanism for verifying purchase of time or access to games (called ticket in this document), at the ticket booth 102, 108, or installed self-service kiosk stations 205, 206, 207, 208, the player waits in the vestibule 101, 109 until the selected game FIG. 3A, FIG. 3B, FIG. 3C and its first room 311, 321, 331 is reset from the previous players moving out of the first room and into a subsequent room 312, 322, 332.

When any embodiment of a game or its first level is ready to start and accept a player, the game operating systems, game components, and the game puzzle sets are in a state of reset and configured for play. When a start condition is met, a player or players scan their ticket to gain access to the first level of play. In some embodiments games can be configured and reset for the number of players, or skill set of the players that have scanned their ticket, while the player is in queue.

Once the game and arena operating system verify a ticket is valid for play, the current player or players then enter the door 104, 110, 114 to the first room of the game 331, 321, 331. The door 104, 110, 114 may have a ticket scanner, card reader or NFC technology to authorize, and ensure validity, and only allow players who have paid to enter by releasing a locked first level door 104, 110, 114. The game operating system or controls may confirm or check the correct number of players have entered the room, either by mechanical, or electronic means such as sensors, motion detectors, NFC, RFID, or the like.

A player's movement forward or exit out of any arena, game, or rooms is not restricted, and games, rooms and puzzle sets are configured to ensure players forward movement regardless of skill, ability, mistakes, failures, winning conditions, puzzle set completion or any combination thereof.

U.S. Pat. No. 8,262,445 for LIVE ACTION MULTI-TRACK SKILLS GAME, discloses an invention so when players fail a puzzle set, game logic, game configuration or the like, that player is ejected from a game play track, and may never advance in a game or progress in room levels, regardless of any continued desire to advance or reach new rooms or levels. However, the present invention being disclosed herein for an arena for live action gaming, mission quests and puzzle solving attractions allows players to progress through the gamified rooms and puzzle sets, regardless of skill, ability or desire to compete or complete. This is achieved by allowing players to move forward—not eject or stop them from play—to the next level after a set period of time, points accrued, pre-determined level of game logic is complete, or any combination of the predetermined game logic and the like, regardless of the completion of the puzzles at the present level. The game and rooms can still recognize players that complete all of the puzzles, and those that complete the puzzles in minimal time and efficiency may be rewarded with points, prizes, tangible or intangible reward-based systems or status tracking.

In this present invention, when the player has finished the game and its subsequent rooms or puzzle sets, in any embodiment, he or she will exit through doors 107, 113, 103 in this example. The ability to exit through the exit doors 107, 113, 103 may be under game control, with a winning game condition achieved only when the puzzle sets or game logic for the game and room has been satisfied, when a set time period has expired, a player desires to leave the game, or in an emergency situation. Entrance or exit doors may be re-designated as a start or exit door, based on the installed game design. In some embodiments, simple electronic magnetic locks or cabinet locks will allow players to simply push a door open if desired.

FIGS. 3A, 3B, 3C show the details of three game designs installed within a designated game environment area 106, 112, 116 that, in some embodiments, could be installed in the arena 100. Players might purchase access to play any game that is assembled and operating within the arena, for any variation of time or cost, and the arena and games may be configured on a pay-per-play type option, or other configurations may be set for a pay-to-play any one of the three games and play through the three rooms of the game. Note that some game designs may have more or fewer than three rooms, and that some arenas could be configured to hold more or fewer games without taking away from the inventions described herein.

In FIG. 3A, we see a game named “MISSION MARS” in a large size format and resembles a space lab environment for theming. This game takes one half of the arena 100. The game FIG. 3A is enclosed with interior games walls 310 that connect to the arena 100 exterior walls 202. This means that there are two (or double) walls on the exterior, one wall for the arena 202 and the other wall 310 for the game environment area 106. The game also has interior walls 118 that separate the game from other games or might create the interior hallway 111 that is formed.

When a player or players choose to play the game “MISSION MARS”, they start and enter the game through the exterior entry door 104. This door is part of the arena 100 and allows the player access into the first level 311 of the “MISSION MARS” game FIG. 3A. This level 311 will have multiple puzzle sets and activities that the players may complete for the interior door 314 or access way to engage, activate or open as part of a winning puzzle set condition, and then allow the players to exit the first level 311 and move to the second level 312. In such cases where the game logic or puzzle sets are not completed, either by lack of skill, non-participation, time expiration, game logic failure, or combination of the like, the player will still advance into the second room level 312. Now in the second room 312 the players attempt to solve puzzle sets, activities or game logic to get interior door 315 to open and allow the players to move to the third level 313 of this game to have points or rewards accrue; however, movement forward or exit out is not restricted at any room, and games are configured to allow players forward movement, regardless of skill or puzzle completion. When the players have completed the all the game activities and puzzle sets, arena exit door 107 will open to allow the players to leave the game under a winning game condition. Again, in order to maintain the steady flow of players through the game, interior doors 314, 315 and exterior door 107 will also open after a predetermined amount of time, or points accrued, players simply wanting to move forward or out, or combination of such, to allow players to advance, even if they have not solved that room or puzzle sets. This forward movement of players allows a different player or players to be in the first room 311 and the third room 313 at the same time, without interference of each other, thus increasing the flow of players through the game, while not having to eject players out the first entry door 104 or alternate exit.

In FIG. 3B, we see a game named “ESCAPE EGYPT” in a smaller size format. This game takes one quarter of the arena 100. The game FIG. 3B is installed in game environment area 112, is enclosed with interior games walls 320 that connect to the arena 100 exterior walls 202. This means that there are two (or double) walls on the exterior, one wall for the arena 202 and the other wall 320 for the game environment area 112. The game also has interior walls 119 that separate the game from other games or might create the interior hallway 111 that is formed.

When a player or players choose to play the game “ESCAPE EGYPT”, they start and enter the game through the exterior entry door 110. This door is part of the arena 100 and allows the player access into the first level 321 of the “ESCAPE EGYPT” game FIG. 3B. This level 321 will have multiple puzzle sets and activities that the players may complete for the interior door 324 or access way to engage, activate or open as part of a winning puzzle set condition, and then allow the players to exit the first level 321 and move to the second level 322. In such cases where the game logic or puzzle sets are not completed, either by lack of skill, non-participation, time expiration, game logic failure, or combination of the like, the player will still advance into the second room level 322. Now in the second room 322 the players attempt to solve puzzle sets, activities or game logic to get interior door 325 to open and allow the players to move to the third level 323 of this game to have points or rewards accrue; however, movement forward or exit out is not restricted at any room, and games are configured to allow players forward movement, regardless of skill or puzzle completion. When the players have completed the all the game activities and puzzle sets, arena exit door 113 will open to allow the players to leave the game under a winning game condition. Again, to maintain the steady flow of players through the game, interior doors 324, 325 and exterior door 113 will also open after a predetermined amount of time, or points accrued, players simply wanting to move forward or out, or combination of such, to allow players to advance, even if they have not solved that room or puzzle sets. This forward movement of players allows a different player or players to be in the first room 321 and the third room 323 at the same time, without interference of each other, thus increasing the flow of players through the game, while not having to eject players out the first entry door 110 or alternate exit.

In FIG. 3C, we see a game named “JAIL BREAKOUT” in a smaller size format. This game takes one quarter of the arena 100. The game FIG. 3C is installed in game environment area 116, is enclosed with interior games walls 330 that connect to the arena 100 exterior walls 202. This means that there are two (or double) walls on the exterior, one wall for the arena 202 and the other wall 330 for the game environment area 116. The game also has interior walls 120 that separate the game from other games or might create the interior hallway 111 that is formed.

When a player or players choose to play the game “JAIL BREAKOUT”, they start and enter the game through the exterior entry door 114. This door is part of the arena 100 and allows the player access into the first level 331 of the “JAIL BREAKOUT” game FIG. 3C. This level 331 will have multiple puzzle sets and activities that the players may complete for the interior door 335 or door 336 access way to engage, activate or open as part of a winning puzzle set condition, and then allow the players to exit the first level 331 and move to the second level 332 or 333, dependent upon game configuration. In such cases where the game logic or puzzle sets are not completed, either by lack of skill, non-participation, time expiration, game logic failure, or combination of the like, the player will still advance into the second room level 322 or 333. Now in the second room 322 or 333 the players attempt to solve puzzle sets, activities or game logic to get interior door 334 to open and allow the players to move to the third, yet to be completed level 323 or 333 of this game to have points or rewards accrue; however, movement forward or exit out is not restricted at any room, and games are configured to allow players forward movement, regardless of skill or puzzle completion. When the players have completed the all the game activities and puzzle sets, arena exit door 103 will open to allow the players to leave the game under a winning game condition. Again, to maintain the steady flow of players through the game, interior doors 334, 335, 336, and exterior door 103 will also open after a predetermined amount of time, or points accrued, players simply wanting to move forward or out, or combination of such, to allow players to advance, even if they have not solved that room or puzzle sets. This forward movement of players allows a different player or players to be in the first room 331 and the third room 333 at the same time, when configuration allows, without interference of each other, thus increasing the flow of players through the game, while not having to eject players out the first entry door 114 or alternate exit.

In yet another example of how games, rooms and puzzle sets may be configured due to their modular nature, in another embodiment there is progression thought the game “JAIL BREAKOUT” FIG. 3C starting in room 331 and progressing into subsequent rooms and levels 332, 333; however, in some configurations, game progression may not present as a single, linear tract of rooms, or may alternate or randomize depending on the games operating system or configurations. Once players start a game in this invention, they continually move forward and progress from the first start room 331, into subsequent rooms to an exit, regardless of puzzle set success or failure; however, in some embodiments, players may not progress to level two 332 from level one 331 as they did the first time playing this game. To further explain this example, in FIG. 3C, players start the game in room level one 331 by entering in a start door 114, however game variables, pre-determined game conditions, or a variation of inputs from players themselves, may cause a door 336 to open into level three 333, causing players to attempt to solve a new set of challenges or puzzles in this room 333, which would now be level two, before being presented with an open door 334 into what is now level three 332 and a final winning game solution or condition and exit.

Implementation of the Gamified Arena and its Installed Games and Rooms

The outer arena 100 can hold any combination of game area designs, and in a plurality of configurations for the game environment areas, or the rooms contained within them. It could hold a design in the 106 section that is shaped like game FIG. 3A, and instead of the game environment areas 112 and 116 being individual sections have a combined layout the same size and footprint as section 106, (flipped horizontally) but have completely different game design, rooms and puzzle sets.

An interior game environment area could be designed and constructed in any format or layout that fits within the outer arena 100, almost like a puzzle piece. This goes for the game environment area, and the individual games and room levels contained within an arena. As an example, there may be five arenas, all located in five different retail locations, spread out geographically, all with standard arena 100 structure and footprint; however none of the arenas 100 would require the exact same internal game environment areas or floor plan to be installed. For example, an arena 100 installed in New York has a game environment area design called “Western Salon” and is in the layout and form factor of game environment area—Layout A 106. However, in Boston, there is an arena with the same layout and form factor of game environment area—Layout A 106 but with a game and rooms that are designed, formatted, built and configured as a game called “Murder Mystery” and has internal walls, doors, structures, game elements and the like, all in a different format and game flow from “Western Salon”. This example shows how the same floorplan layout and outer wall structures, technical and assembly methods may be kept consistent, yet allows for different games or rooms to be installed, each with their own unique puzzle sets and game logic. This allows an arena to take “Western Salon” that is located in New York, and switch it—a week later, or 5 years later—with “Murder Mystery” that is located in Boston, now providing fresh game content for players to come in again.

In yet another example, an arena 100 may have the same exterior setup, but completely different interior game environment area layouts all together; in an extreme example, an arena 100 may be configured to have six different game environment areas, each with games that have just two rooms to progress into, thus benefiting from six games, each with two or more rooms. In another extreme, an arena may have just two game environment areas, but each game having 5 internal rooms.

The invention also cites the ability to extend or shorten (that is to increase or decrease overall footprint size) of the arena 100 simply by adding walls, frames and panels to the arena 100 to stretch out the size, and allow for more or less space, depending on the games desired, or size restrictions on the space occupied.

There is an almost infinite ability to create random and new space configurations and game layouts that can go into an arena while still remaining modular.

Player Interaction and Puzzle Sets Within the Arena, Games or Rooms

Within the arena 100 all designated game environment areas 106, 112, 116 might have a game installed FIG. 3A, FIG. 3B, FIG. 3C, and might include variations of rooms 311, 312, 313, 321, 322, 323, 331, 332, 333, all rooms containing a plurality of puzzle sets—or a combination of such. Puzzle sets might be active props or scenery that may be manipulated, puzzles (mechanical, cyphers, math, logic, cryptic, word, trivia, riddles, pattern guessing, and the like), tasks or physical challenges, or any combination of the like. There may be multiple puzzle sets located in one level, and few or none located in others. In any case the puzzle sets need to be solved to get the best score, or to move on early to the next room or complete a game. In even another example, clues in one game or room may be needed to solve an overall meta-puzzle, or satisfy a game condition in another arena, game environment, or room. In some cases, hints, clues and riddles in one level may help a player sole and advance into a next level or be used in later rooms of a game or attraction.

As an example, a puzzle set may be the need to enter in a code, such as a combination of letters or numbers into a keypad. The correct entry would then activate two buttons or momentary switches on opposite sides of the room. In this case, the player or players would need to turn these switches or push these buttons at the same time to complete the puzzle set logic to enable a winning condition for that puzzle set.

As an example of an active prop or scenery, a game may have the theming of an ancient Egyptian pyramid. When a player enters a room and completes a required puzzle set, a light source or laser beam may project from an opening in a wall. Using an installed prop, like a mirror that is attached to a pole, the player might redirect the light source to reflect and bounce to a light sensor placed somewhere else in the room. In this case, moving the light source to reflect and hit a sensor might then cause a door somewhere else in the room to open, revealing additional puzzle sets, clue content, or even access to a subsequent room.

As an example of a puzzle, there may be words written on a wall or walls of the same room, or different rooms. Players might need to figure out that the first letter in each word is a specific color, thus entering those colors into a graphical user interface, or mechanical device (such as a lock mechanism or the like) in the correct displayed order, thus opening panel or hidden compartment somewhere else in the room, revealing additional puzzle sets, clue content, or even access to a subsequent room.

In yet another example, a physical challenge may be ropes or balancing equipment, or grips or the like, placed and permanently installed in a room, on its walls or floor. This equipment may require a player to hold onto the rope, balance on the beam, hold a hand grip, or only step onto a pressure sensitive floor tile when needed to satisfy a winning condition for a puzzle set.

An example of the ability to randomize and provide puzzles and/or clues in different areas of the room: for group 1, (or group 2 playing through another time) a different door may open to reveal a clue or next puzzle set. With the use digital devices or permanently installed, inherent graphical user interfaces, displays and the like, the ability to present different words, images or content can be changes, reconfigured or randomized each time a new group plays a game, or in some cases when the same player revisits a room or game. Additionally, a clue for group 1 might be projected in one manner, such as projection onto a wall or displayed, but will then change or randomize the method or location of that display for future groups and players.

Gaming software and operating systems installed with the arena and connected to each individual gaming environment might allow clues to be delivered to the players through an interface that can be electronic or mechanical, and allows tracking of such clues that are used or accessed; this allows advancement in the game, and may count towards efficiency scoring systems, points, rewards tracking, or any combination. Overall arena operating systems and individual game and room controls determine the players ability to enter a room only after predetermined game conditions are met; advancement into the next level of gaming is allowed without penalty if players solve all puzzles or time has passed, or a combination of such, and the next room is clear.

In some embodiments, the games and their rooms are configured for two to seven players, in some embodiments requiring at least two players to work together or as a team to successfully complete a puzzle set. In some embodiments a maximum of seven players are allowed in a game or room at any given time; however, games are typically designed and configured for two to four players per room, and may be configured for one player to complete a game or a rooms puzzle logic.

With the use of a ticket that is RFID, NFC, Barcode, QR scan, or the like, enabled, tracking individual player progress, team accomplishments, even location tracking within the arena 100 and installed gaming environments 106, 112, 116 is possible. With enabled player tracking and identification, a meta-operating systems may collect and utilize information on individual players, assembled teams or groups within a specific game, and as such conform or configure such puzzles, rooms, or game logic to show players different introductions, alternate solutions, variable game and puzzle logic, even randomized game results and outcomes.

An arena for live action gaming, mission quests and puzzle solving attractions may be configured so that each players ticket receives and is paired with some variation of an RFID, NFC, facial recognition software, ID reader or the like, and is configured and digitally connected to that player or group of players. This tracking allows the game operating system or overall meta-operations system to track players and their movements in a given space, game or room, allowing for additional configuration options, as well as marketing opportunities like photos or videos from cameras installed within a game environment or when a player is near that camera, even tracking player health and bio data, like heart rate.

Clue delivery may be built inherently into game environments, rooms and puzzles and work in coordination with operating and scoring systems. Hints or clues are given to allow a player to advance in the game, or give additional clues allowing a player or group to more easily solve a puzzle or set of puzzles.

The presentation of clues may be in the form of messages displayed to players on a wall or screen, by digital, electronic, mechanical means or the like. These messages, hints or clues can be predetermined or change each time, depending on an individual players previous engagement, experience or interaction with the game; either during their current game, or previous game experience. A clue delivery system may be automated, served manually by arena attendant, or received upon request from the player, either by electronic or mechanical means. As an example, a player may press a button to reveal a clue or upon additional button pushes reveal the actual puzzle set answer. This clue or answer might be shown on screen, thus resulting in points loss; or a player might lift a handle on a hinged mini-panel to reveal the answer or clue to a puzzle set, thus triggering a mechanism that alerts the game operating system to deduct points or time. In any case, serving player options to receive clues may allow a player to progress in the game, rooms or puzzle sets faster, regardless of any points or scoring systems.

In some embodiments, at varying times or stages of completeness, for each game, by design and as configured, clues may auto-reveal to help players complete a room. In such cases where players are not able to complete a room, its puzzles or designated tasks, or pre-determined game logic, the room might resolve and complete on its own and the barrier preventing access to the next level will open and allow progress and movement to the next level in the tract of a game environment or its rooms.

Variants or randomization on gaming conditions or puzzle sets can also be configured according to the number or skill sets of the players participating; these settings may be determined and configured when a player scans their ticket which allows a game to mechanically and electronically configure before players are let into the game.

In some embodiments when a player solves puzzle sets within a current room of a game 311, 321, 331, the game operating system may shut-down the elements in that room 311, 321, 331 such as lights, sounds, props, puzzle sets and the like, while then revealing or opening a door 314, 324, 335 and activating the lights, sounds, props, puzzle sets and the like, in the next room 312, 322, 332. This may encourage players to advance in the game and move into subsequent rooms, and not hold up other separate players behind them in the waiting queue; this allows the arena 100 to offer game FIG. 3A, FIG. 3B, FIG. 3C configurations that have continuous running throughput and game start times, with no need to pre-book or reserve games or rooms.

Due to safety and code regulations, any door installed or located inside an arena 100 may be locked or unlocked, and in some embodiments have kill-switches to allow doors to pop open or unlock; activation of kill-switches can be manual, automatic, when a condition is met, when power is lost, activated remotely or by players pushing the designated button. Additional fail-safe and safety configurations may be installed.

In some embodiments, doors 314, 324, 335 from first room levels 311, 321, 311 into second room levels 312, 322, 332 will remain open, not reset, not closed or locked, in order to provide a clear egress route for players while in room level two 312, 322, 332. In some iterations, level two may have its own exit door, ticket reader, RFID reader, NFC reader, Bluetooth reader, card scanner, access code, biometric interface or a person opening the door 105 for local, state or federal safety regulations. In a case where there is no specific exit door for level two out of a game area, (not including the locked or unlocked door into level three) the door 314, 324, 335 from level two back into level one, and the level one start door 104, 110, 103 will remain open and unlocked allowing easy, safe exits. Additionally, in some embodiments an inherent safety precaution allows doors to always able to be simply pushed open to allow exit, regardless of game conditions.

In yet another embodiment of door access and game configuration, when players complete a first level 311, 321, 331, the doors into the second level 312, 322, 332 may be lit with a green light around the frame, sound audio, or the like, to signal a winning puzzle set or room win condition. In such a case, the doors in the completed room that lead to the second room 314, 324, 335 remain open, and stay open until players reach and open doors 315, 325, 334 to room level three 313, 323, 333. At this point, when players are in room level three 313, 323, 333 the entrance door 314, 324, 335 from room level one into room level two may close, allowing reset, and next queued players to enter and start room level one 311, 321, 331; this is allowed even while separate players may still be in room level three 313, 323, 333.

The gamification of an arena 100 with a plurality or games and rooms allows a player to keep progressing into levels regardless of skill, desire or competency; once a player starts, the player moves forward. If and when a player or group of players do not complete a puzzle set in a room or satisfy a game condition, there may be a fail condition, such as a door frame being lit red and popped open, however, there is no game stoppage, or ejection from game environment; bad scores, lower efficiency ratings, score tracking and failure to be presented with winning conditions is the result. Players may get a bad score, fail a room, even simply open a door and walk forward; however, if a player passes or satisfies a puzzle set or game condition to a win state, the player simply moves forward and points or score tracking may reflect that on a players account.

Time settings in each game and room are designed to let a common group of players pay for 20 minutes of play access, players might progress through two games at around 15-16 minutes, and be allowed entry into the third room with 4 minutes remaining on their ticket; however game pay-to-play may be designed to allow entry into at least three games or missions, if they are functional, regardless of time left on a players account. Once players enter the third game, most time allotment loaded on their ticket will have expired. This pay-for-play setting allows an upsell of more time, and causes a player to purchase more time to play games again while trying and complete a better efficiency rating, score, or the like.

Win or fail, in any game, room or level, a player will progress through the tract of rooms and entire game environment, regardless of skill, competency or time spent. Individual rooms (within a given game) may be configured to be completed in about 60 to 120 seconds each, however an entire game may take a player around 5 minutes from start to end, should the players solve every puzzle in the minimum time it may even be less.

Players are allowed access to the individual games dependent upon their allotted or purchased time, and games are accessed with tickets which allow entry into the first room of the individual game. Players can choose to play any game in the order they choose, that is to say, a player does not need to play, and complete, Game A, B or C in that order, but may choose to play in order B, C, A, or as the game is available and reset to start. In some cases, once a player, or group of players are inside a game, they can complete the entire game and rooms, regardless if their allotted time would runout while in the game.

The gaming programs may be setup to entice players to play through games again and may be given multiple outcomes and problem sets dependent upon players in the group, group size, player or group history of playing that game, or a combination of settings and outcomes. While game settings and configurations may not be truly randomized or infinite, five or more outcomes for each game is realistic.

When located in the arena 100, all games FIG. 3A, FIG. 3B, FIG. 3C, and any variation of their installed rooms, environments or puzzle sets are environmental and inherent; this is to say no parts or pieces can be removed by players. An example is that a player would turn knobs 601 that are attached to a wall or set decoration, which in turn triggers one button out of hundreds to light up, that button is then pressed, and the players advance. In most escape or questing rooms, players need to find those knobs that are locked up or free floating, which allows for them to be taken (by accident or on purpose) from the game area. As this arena model described herein does not require a game master, it is important that all elements are built in and environmental. In yet another example of a non-optimal puzzle set, and common in escape rooms are free roaming standing clues, such as combination locks, pieces of paper or hand mirrors that are used to solve puzzle sets, however, having these pieces loose causes loss or theft of items, and need to be reset, restored or replaced after each player passes through a game or room.

Ideally, the game environments, rooms and puzzle sets automatically reset themselves, either mechanically, electronically or the like; as such a guide, attendant, or game master is not needed to reset, reconfigure, or replace items in a game FIG. 3A, FIG. 3B, FIG. 3C, or the rooms 311, 312, 313, 321, 322, 323, 331, 332, 333. All puzzle sets and decorations are inherent to the build environment. This allows automatic reset of puzzle sets, or doors, as no pieces can be manually removed by players, and thus there is no need to have a guide or game master reset the room. No pieces need to be, or can be moved from level to level, preventing theft, misplacement, breakage, or the need to have an employee manually reset, replace, or reconfigure them.

As such, all games, puzzle sets, props, soundboards, lighting, mechanical components and elements might be actuated or reset via mechanical, electrical means or otherwise, in a manner that allows remote and automatic reset by a game operating system, manually or automatically. This gaming configuration does not require a staff to reset games props, puzzles or game pieces for next players to begin play.

While there may be no physical, tangible, redeemable or monetary reward system enabled, participants may see their individual or collective group times, efficiency levels or scoring systems. A player's score or efficiency rating might be equal to the sum of the time takes to complete all games, rooms or puzzle sets, plus points added or subtracted for solving (or not solving) puzzle sets, opening or advancing through doors to soon, or some variant of each, less an arbitrary assigned point value for clues used, or not used to create a winning game condition.

The foregoing devices and operations, including their implementation, will be familiar to, and understood by, those having ordinary skill in the art.

The above description of the embodiments, alternative embodiments, and specific examples, are given by way of illustration and should not be viewed as limiting. Further, many changes and modifications within the scope of the present embodiments may be made without departing from the spirit thereof, and the present invention includes such changes and modifications. 

1. A modular, portable arena for housing a plurality of escape room type games, the arena comprising: external walls surrounding the arena, the external walls comprised of a plurality of panels assembled around the arena; a roof mechanically connected to the top of the external walls, forming a top of the arena; the arena configured into a plurality of game environment areas, each game environment area having separate entrance and exit doors providing access to and from the arena through the external walls; wherein the arena is designed to hold a plurality of games, each game comprising internal walls, some of which attach to the external walls forming double walls, where the internal walls hold decorations and props for the specific escape room type game, each game comprising a plurality of rooms within the game; wherein the exit doors allow egress under specific conditions including some conditions related to rules of the escape room type game.
 2. The arena of claim 1 wherein there are two or more game environment areas.
 3. The arena of claim 1 wherein the internal walls contain internal doors separating the rooms of game play.
 4. The arena of claim 2 wherein the conditions to allow egress through the internal doors include an expiration of a period of time.
 5. The arena of claim 2 further comprising a control panel and a means for control communications, the control panel controlling the game environment, internal doors, and external doors.
 6. The arena of claim 1 wherein the external walls are self-supporting.
 7. The arena of claim 1 further comprising a ticket booth.
 8. The arena of claim 6 wherein the ticket booth provides a means for access through the entrance doors.
 9. The arena of claim 1 further comprising a power panel and a power bus for providing power to the game environment areas.
 10. The arena of claim 1 further comprising an inner hallway between the game environment areas.
 11. A system for playing a plurality of escape room type games, the system comprising: a modular, portable arena for housing the plurality of escape room type games, the arena comprising: external walls surrounding the arena, the external walls comprised of a plurality of panels assembled around the arena; a roof mechanically connected to the top of the external walls, forming a top of the arena; the arena configured into a plurality of game environment areas, each game environment area having separate entrance and exit doors providing access to and from the arena through the external walls; wherein the arena is designed to hold a plurality of game environments; wherein the exit doors allow egress only under specific conditions including some conditions related to rules of the escape room type game; each of the plurality of game environment areas comprising: internal walls, some of which attach to the external walls forming double walls; a plurality of rooms, each room separated by internal doors mounted in the internal walls; decorations and props, specific to each escape room type game, attached to the internal walls and a floor in contact with the internal walls; wherein the internal doors allow egress only under specific conditions including some conditions related to rules of the escape room type game.
 12. The game environment area of claim 11 wherein the specific conditions to allow egress through the internal doors include an expiration of a period of time.
 13. The arena of claim 11 wherein the external walls are self-supporting.
 14. The arena of claim 11 further comprising a ticket booth.
 15. The arena of claim 14 wherein the ticket booth provides a means for access through the entrance doors.
 16. The system of claim 11 further comprising a control panel and a means for control communications, the control panel controlling the game environment, internal doors, and external doors.
 17. A method for assembling a modular, portable arena for housing a plurality of escape room type games, the method comprising: connecting a plurality of panels assembled around the arena to form external walls surrounding the arena; attaching a roof mechanically to the top of the external walls, forming a top of the arena; configuring the arena into a plurality of internal game environment areas, each game environment area having separate entrance and exit doors providing access to and from the arena through the external walls; installing in the arena the plurality of game environments, each game environment comprising internal walls, some of which attach to the external walls forming double walls, where the internal walls hold decorations and props for the specific escape room type game, each game environment comprising a plurality of rooms of game play; wherein the exit doors allow egress only under specific conditions including some conditions related to rules of the escape room type game.
 18. The method of claim 17 further comprising installing a control panel in the arena and connecting the control panel to the game environments and the exit doors.
 19. The method of claim 17 further comprising installing a power panel in the arena and connecting the power panel through a power bus to the game environments.
 20. The method of claim 17 further comprising the installing of a HVAC system in the arena. 